/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

/** \file
 * \ingroup bmesh
 *
 * This file contains code for dealing
 * with polygons (normal/area calculation,
 * tessellation, etc)
 */

#include "DNA_listBase.h"
#include "DNA_modifier_types.h"
#include "DNA_meshdata_types.h"

#include "MEM_guardedalloc.h"

#include "BLI_alloca.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BLI_polyfill_2d.h"
#include "BLI_polyfill_2d_beautify.h"
#include "BLI_linklist.h"
#include "BLI_heap.h"

#include "bmesh.h"
#include "bmesh_tools.h"

#include "BKE_customdata.h"

#include "intern/bmesh_private.h"

/**
 * \brief COMPUTE POLY NORMAL (BMFace)
 *
 * Same as #normal_poly_v3 but operates directly on a bmesh face.
 */
static float bm_face_calc_poly_normal(const BMFace *f, float n[3])
{
  BMLoop *l_first = BM_FACE_FIRST_LOOP(f);
  BMLoop *l_iter = l_first;
  const float *v_prev = l_first->prev->v->co;
  const float *v_curr = l_first->v->co;

  zero_v3(n);

  /* Newell's Method */
  do {
    add_newell_cross_v3_v3v3(n, v_prev, v_curr);

    l_iter = l_iter->next;
    v_prev = v_curr;
    v_curr = l_iter->v->co;

  } while (l_iter != l_first);

  return normalize_v3(n);
}

/**
 * \brief COMPUTE POLY NORMAL (BMFace)
 *
 * Same as #bm_face_calc_poly_normal
 * but takes an array of vertex locations.
 */
static float bm_face_calc_poly_normal_vertex_cos(const BMFace *f,
                                                 float r_no[3],
                                                 float const (*vertexCos)[3])
{
  BMLoop *l_first = BM_FACE_FIRST_LOOP(f);
  BMLoop *l_iter = l_first;
  const float *v_prev = vertexCos[BM_elem_index_get(l_first->prev->v)];
  const float *v_curr = vertexCos[BM_elem_index_get(l_first->v)];

  zero_v3(r_no);

  /* Newell's Method */
  do {
    add_newell_cross_v3_v3v3(r_no, v_prev, v_curr);

    l_iter = l_iter->next;
    v_prev = v_curr;
    v_curr = vertexCos[BM_elem_index_get(l_iter->v)];
  } while (l_iter != l_first);

  return normalize_v3(r_no);
}

/**
 * \brief COMPUTE POLY CENTER (BMFace)
 */
static void bm_face_calc_poly_center_median_vertex_cos(const BMFace *f,
                                                       float r_cent[3],
                                                       float const (*vertexCos)[3])
{
  const BMLoop *l_first, *l_iter;

  zero_v3(r_cent);

  /* Newell's Method */
  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    add_v3_v3(r_cent, vertexCos[BM_elem_index_get(l_iter->v)]);
  } while ((l_iter = l_iter->next) != l_first);
  mul_v3_fl(r_cent, 1.0f / f->len);
}

/**
 * For tools that insist on using triangles, ideally we would cache this data.
 *
 * \param use_fixed_quad: When true,
 * always split quad along (0 -> 2) regardless of concave corners,
 * (as done in #BM_mesh_calc_tessellation).
 * \param r_loops: Store face loop pointers, (f->len)
 * \param r_index: Store triangle triples, indices into \a r_loops,  `((f->len - 2) * 3)`
 */
void BM_face_calc_tessellation(const BMFace *f,
                               const bool use_fixed_quad,
                               BMLoop **r_loops,
                               uint (*r_index)[3])
{
  BMLoop *l_first = BM_FACE_FIRST_LOOP(f);
  BMLoop *l_iter;

  if (f->len == 3) {
    *r_loops++ = (l_iter = l_first);
    *r_loops++ = (l_iter = l_iter->next);
    *r_loops++ = (l_iter->next);

    r_index[0][0] = 0;
    r_index[0][1] = 1;
    r_index[0][2] = 2;
  }
  else if (f->len == 4 && use_fixed_quad) {
    *r_loops++ = (l_iter = l_first);
    *r_loops++ = (l_iter = l_iter->next);
    *r_loops++ = (l_iter = l_iter->next);
    *r_loops++ = (l_iter->next);

    r_index[0][0] = 0;
    r_index[0][1] = 1;
    r_index[0][2] = 2;

    r_index[1][0] = 0;
    r_index[1][1] = 2;
    r_index[1][2] = 3;
  }
  else {
    float axis_mat[3][3];
    float(*projverts)[2] = BLI_array_alloca(projverts, f->len);
    int j;

    axis_dominant_v3_to_m3(axis_mat, f->no);

    j = 0;
    l_iter = l_first;
    do {
      mul_v2_m3v3(projverts[j], axis_mat, l_iter->v->co);
      r_loops[j] = l_iter;
      j++;
    } while ((l_iter = l_iter->next) != l_first);

    /* complete the loop */
    BLI_polyfill_calc(projverts, f->len, -1, r_index);
  }
}

/**
 * Return a point inside the face.
 */
void BM_face_calc_point_in_face(const BMFace *f, float r_co[3])
{
  const BMLoop *l_tri[3];

  if (f->len == 3) {
    const BMLoop *l = BM_FACE_FIRST_LOOP(f);
    ARRAY_SET_ITEMS(l_tri, l, l->next, l->prev);
  }
  else {
    /* tessellation here seems overkill when in many cases this will be the center,
     * but without this we can't be sure the point is inside a concave face. */
    const int tottri = f->len - 2;
    BMLoop **loops = BLI_array_alloca(loops, f->len);
    uint(*index)[3] = BLI_array_alloca(index, tottri);
    int j;
    int j_best = 0; /* use as fallback when unset */
    float area_best = -1.0f;

    BM_face_calc_tessellation(f, false, loops, index);

    for (j = 0; j < tottri; j++) {
      const float *p1 = loops[index[j][0]]->v->co;
      const float *p2 = loops[index[j][1]]->v->co;
      const float *p3 = loops[index[j][2]]->v->co;
      const float area = area_squared_tri_v3(p1, p2, p3);
      if (area > area_best) {
        j_best = j;
        area_best = area;
      }
    }

    ARRAY_SET_ITEMS(
        l_tri, loops[index[j_best][0]], loops[index[j_best][1]], loops[index[j_best][2]]);
  }

  mid_v3_v3v3v3(r_co, l_tri[0]->v->co, l_tri[1]->v->co, l_tri[2]->v->co);
}

/**
 * get the area of the face
 */
float BM_face_calc_area(const BMFace *f)
{
  /* inline 'area_poly_v3' logic, avoid creating a temp array */
  const BMLoop *l_iter, *l_first;
  float n[3];

  zero_v3(n);
  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    add_newell_cross_v3_v3v3(n, l_iter->v->co, l_iter->next->v->co);
  } while ((l_iter = l_iter->next) != l_first);
  return len_v3(n) * 0.5f;
}

/**
 * Get the area of the face in world space.
 */
float BM_face_calc_area_with_mat3(const BMFace *f, const float mat3[3][3])
{
  /* inline 'area_poly_v3' logic, avoid creating a temp array */
  const BMLoop *l_iter, *l_first;
  float co[3];
  float n[3];

  zero_v3(n);
  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  mul_v3_m3v3(co, mat3, l_iter->v->co);
  do {
    float co_next[3];
    mul_v3_m3v3(co_next, mat3, l_iter->next->v->co);
    add_newell_cross_v3_v3v3(n, co, co_next);
    copy_v3_v3(co, co_next);
  } while ((l_iter = l_iter->next) != l_first);
  return len_v3(n) * 0.5f;
}

/**
 * get the area of UV face
 */
float BM_face_calc_area_uv(const BMFace *f, int cd_loop_uv_offset)
{
  /* inline 'area_poly_v2' logic, avoid creating a temp array */
  const BMLoop *l_iter, *l_first;

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  /* The Trapezium Area Rule */
  float cross = 0.0f;
  do {
    const MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_uv_offset);
    const MLoopUV *luv_next = BM_ELEM_CD_GET_VOID_P(l_iter->next, cd_loop_uv_offset);
    cross += (luv_next->uv[0] - luv->uv[0]) * (luv_next->uv[1] + luv->uv[1]);
  } while ((l_iter = l_iter->next) != l_first);
  return fabsf(cross * 0.5f);
}

/**
 * compute the perimeter of an ngon
 */
float BM_face_calc_perimeter(const BMFace *f)
{
  const BMLoop *l_iter, *l_first;
  float perimeter = 0.0f;

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    perimeter += len_v3v3(l_iter->v->co, l_iter->next->v->co);
  } while ((l_iter = l_iter->next) != l_first);

  return perimeter;
}

/**
 * Calculate the perimeter of a ngon in world space.
 */
float BM_face_calc_perimeter_with_mat3(const BMFace *f, const float mat3[3][3])
{
  const BMLoop *l_iter, *l_first;
  float co[3];
  float perimeter = 0.0f;

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  mul_v3_m3v3(co, mat3, l_iter->v->co);
  do {
    float co_next[3];
    mul_v3_m3v3(co_next, mat3, l_iter->next->v->co);
    perimeter += len_v3v3(co, co_next);
    copy_v3_v3(co, co_next);
  } while ((l_iter = l_iter->next) != l_first);

  return perimeter;
}

/**
 * Utility function to calculate the edge which is most different from the other two.
 *
 * \return The first edge index, where the second vertex is ``(index + 1) % 3``.
 */
static int bm_vert_tri_find_unique_edge(BMVert *verts[3])
{
  /* find the most 'unique' loop, (greatest difference to others) */
#if 1
  /* optimized version that avoids sqrt */
  float difs[3];
  for (int i_prev = 1, i_curr = 2, i_next = 0; i_next < 3; i_prev = i_curr, i_curr = i_next++) {
    const float *co = verts[i_curr]->co;
    const float *co_other[2] = {verts[i_prev]->co, verts[i_next]->co};
    float proj_dir[3];
    mid_v3_v3v3(proj_dir, co_other[0], co_other[1]);
    sub_v3_v3(proj_dir, co);

    float proj_pair[2][3];
    project_v3_v3v3(proj_pair[0], co_other[0], proj_dir);
    project_v3_v3v3(proj_pair[1], co_other[1], proj_dir);
    difs[i_next] = len_squared_v3v3(proj_pair[0], proj_pair[1]);
  }
#else
  const float lens[3] = {
      len_v3v3(verts[0]->co, verts[1]->co),
      len_v3v3(verts[1]->co, verts[2]->co),
      len_v3v3(verts[2]->co, verts[0]->co),
  };
  const float difs[3] = {
      fabsf(lens[1] - lens[2]),
      fabsf(lens[2] - lens[0]),
      fabsf(lens[0] - lens[1]),
  };
#endif

  int order[3] = {0, 1, 2};
  axis_sort_v3(difs, order);

  return order[0];
}

/**
 * Calculate a tangent from any 3 vertices.
 *
 * The tangent aligns to the most *unique* edge
 * (the edge most unlike the other two).
 *
 * \param r_tangent: Calculated unit length tangent (return value).
 */
void BM_vert_tri_calc_tangent_edge(BMVert *verts[3], float r_tangent[3])
{
  const int index = bm_vert_tri_find_unique_edge(verts);

  sub_v3_v3v3(r_tangent, verts[index]->co, verts[(index + 1) % 3]->co);

  normalize_v3(r_tangent);
}

/**
 * Calculate a tangent from any 3 vertices,
 *
 * The tangent follows the center-line formed by the most unique edges center
 * and the opposite vertex.
 *
 * \param r_tangent: Calculated unit length tangent (return value).
 */
void BM_vert_tri_calc_tangent_edge_pair(BMVert *verts[3], float r_tangent[3])
{
  const int index = bm_vert_tri_find_unique_edge(verts);

  const float *v_a = verts[index]->co;
  const float *v_b = verts[(index + 1) % 3]->co;
  const float *v_other = verts[(index + 2) % 3]->co;

  mid_v3_v3v3(r_tangent, v_a, v_b);
  sub_v3_v3v3(r_tangent, v_other, r_tangent);

  normalize_v3(r_tangent);
}

/**
 * Compute the tangent of the face, using the longest edge.
 */
void BM_face_calc_tangent_edge(const BMFace *f, float r_tangent[3])
{
  const BMLoop *l_long = BM_face_find_longest_loop((BMFace *)f);

  sub_v3_v3v3(r_tangent, l_long->v->co, l_long->next->v->co);

  normalize_v3(r_tangent);
}

/**
 * Compute the tangent of the face, using the two longest disconnected edges.
 *
 * \param r_tangent: Calculated unit length tangent (return value).
 */
void BM_face_calc_tangent_edge_pair(const BMFace *f, float r_tangent[3])
{
  if (f->len == 3) {
    BMVert *verts[3];

    BM_face_as_array_vert_tri((BMFace *)f, verts);

    BM_vert_tri_calc_tangent_edge_pair(verts, r_tangent);
  }
  else if (f->len == 4) {
    /* Use longest edge pair */
    BMVert *verts[4];
    float vec[3], vec_a[3], vec_b[3];

    BM_face_as_array_vert_quad((BMFace *)f, verts);

    sub_v3_v3v3(vec_a, verts[3]->co, verts[2]->co);
    sub_v3_v3v3(vec_b, verts[0]->co, verts[1]->co);
    add_v3_v3v3(r_tangent, vec_a, vec_b);

    sub_v3_v3v3(vec_a, verts[0]->co, verts[3]->co);
    sub_v3_v3v3(vec_b, verts[1]->co, verts[2]->co);
    add_v3_v3v3(vec, vec_a, vec_b);
    /* use the longest edge length */
    if (len_squared_v3(r_tangent) < len_squared_v3(vec)) {
      copy_v3_v3(r_tangent, vec);
    }
  }
  else {
    /* For ngons use two longest disconnected edges */
    BMLoop *l_long = BM_face_find_longest_loop((BMFace *)f);
    BMLoop *l_long_other = NULL;

    float len_max_sq = 0.0f;
    float vec_a[3], vec_b[3];

    BMLoop *l_iter = l_long->prev->prev;
    BMLoop *l_last = l_long->next;

    do {
      const float len_sq = len_squared_v3v3(l_iter->v->co, l_iter->next->v->co);
      if (len_sq >= len_max_sq) {
        l_long_other = l_iter;
        len_max_sq = len_sq;
      }
    } while ((l_iter = l_iter->prev) != l_last);

    sub_v3_v3v3(vec_a, l_long->next->v->co, l_long->v->co);
    sub_v3_v3v3(vec_b, l_long_other->v->co, l_long_other->next->v->co);
    add_v3_v3v3(r_tangent, vec_a, vec_b);

    /* Edges may not be opposite side of the ngon,
     * this could cause problems for ngons with multiple-aligned edges of the same length.
     * Fallback to longest edge. */
    if (UNLIKELY(normalize_v3(r_tangent) == 0.0f)) {
      normalize_v3_v3(r_tangent, vec_a);
    }
  }
}

/**
 * Compute the tangent of the face, using the edge farthest away from any vertex in the face.
 *
 * \param r_tangent: Calculated unit length tangent (return value).
 */
void BM_face_calc_tangent_edge_diagonal(const BMFace *f, float r_tangent[3])
{
  BMLoop *l_iter, *l_first;

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);

  /* incase of degenerate faces */
  zero_v3(r_tangent);

  /* warning: O(n^2) loop here, take care! */
  float dist_max_sq = 0.0f;
  do {
    BMLoop *l_iter_other = l_iter->next;
    BMLoop *l_iter_last = l_iter->prev;
    do {
      BLI_assert(!ELEM(l_iter->v->co, l_iter_other->v->co, l_iter_other->next->v->co));
      float co_other[3], vec[3];
      closest_to_line_segment_v3(
          co_other, l_iter->v->co, l_iter_other->v->co, l_iter_other->next->v->co);
      sub_v3_v3v3(vec, l_iter->v->co, co_other);

      const float dist_sq = len_squared_v3(vec);
      if (dist_sq > dist_max_sq) {
        dist_max_sq = dist_sq;
        copy_v3_v3(r_tangent, vec);
      }
    } while ((l_iter_other = l_iter_other->next) != l_iter_last);
  } while ((l_iter = l_iter->next) != l_first);

  normalize_v3(r_tangent);
}

/**
 * Compute the tangent of the face, using longest distance between vertices on the face.
 *
 * \note The logic is almost identical to #BM_face_calc_tangent_edge_diagonal
 */
void BM_face_calc_tangent_vert_diagonal(const BMFace *f, float r_tangent[3])
{
  BMLoop *l_iter, *l_first;

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);

  /* incase of degenerate faces */
  zero_v3(r_tangent);

  /* warning: O(n^2) loop here, take care! */
  float dist_max_sq = 0.0f;
  do {
    BMLoop *l_iter_other = l_iter->next;
    do {
      float vec[3];
      sub_v3_v3v3(vec, l_iter->v->co, l_iter_other->v->co);

      const float dist_sq = len_squared_v3(vec);
      if (dist_sq > dist_max_sq) {
        dist_max_sq = dist_sq;
        copy_v3_v3(r_tangent, vec);
      }
    } while ((l_iter_other = l_iter_other->next) != l_iter);
  } while ((l_iter = l_iter->next) != l_first);

  normalize_v3(r_tangent);
}

/**
 * Compute a meaningful direction along the face (use for gizmo axis).
 *
 * \note Callers shouldn't depend on the *exact* method used here.
 */
void BM_face_calc_tangent_auto(const BMFace *f, float r_tangent[3])
{
  if (f->len == 3) {
    /* most 'unique' edge of a triangle */
    BMVert *verts[3];
    BM_face_as_array_vert_tri((BMFace *)f, verts);
    BM_vert_tri_calc_tangent_edge(verts, r_tangent);
  }
  else if (f->len == 4) {
    /* longest edge pair of a quad */
    BM_face_calc_tangent_edge_pair((BMFace *)f, r_tangent);
  }
  else {
    /* longest edge of an ngon */
    BM_face_calc_tangent_edge((BMFace *)f, r_tangent);
  }
}

/**
 * expands bounds (min/max must be initialized).
 */
void BM_face_calc_bounds_expand(const BMFace *f, float min[3], float max[3])
{
  const BMLoop *l_iter, *l_first;
  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    minmax_v3v3_v3(min, max, l_iter->v->co);
  } while ((l_iter = l_iter->next) != l_first);
}

/**
 * computes center of face in 3d.  uses center of bounding box.
 */
void BM_face_calc_center_bounds(const BMFace *f, float r_cent[3])
{
  const BMLoop *l_iter, *l_first;
  float min[3], max[3];

  INIT_MINMAX(min, max);

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    minmax_v3v3_v3(min, max, l_iter->v->co);
  } while ((l_iter = l_iter->next) != l_first);

  mid_v3_v3v3(r_cent, min, max);
}

/**
 * computes the center of a face, using the mean average
 */
void BM_face_calc_center_median(const BMFace *f, float r_cent[3])
{
  const BMLoop *l_iter, *l_first;

  zero_v3(r_cent);

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  do {
    add_v3_v3(r_cent, l_iter->v->co);
  } while ((l_iter = l_iter->next) != l_first);
  mul_v3_fl(r_cent, 1.0f / (float)f->len);
}

/**
 * computes the center of a face, using the mean average
 * weighted by edge length
 */
void BM_face_calc_center_median_weighted(const BMFace *f, float r_cent[3])
{
  const BMLoop *l_iter;
  const BMLoop *l_first;
  float totw = 0.0f;
  float w_prev;

  zero_v3(r_cent);

  l_iter = l_first = BM_FACE_FIRST_LOOP(f);
  w_prev = BM_edge_calc_length(l_iter->prev->e);
  do {
    const float w_curr = BM_edge_calc_length(l_iter->e);
    const float w = (w_curr + w_prev);
    madd_v3_v3fl(r_cent, l_iter->v->co, w);
    totw += w;
    w_prev = w_curr;
  } while ((l_iter = l_iter->next) != l_first);

  if (totw != 0.0f) {
    mul_v3_fl(r_cent, 1.0f / (float)totw);
  }
}

/**
 * \brief POLY ROTATE PLANE
 *
 * Rotates a polygon so that it's
 * normal is pointing towards the mesh Z axis
 */
void poly_rotate_plane(const float normal[3], float (*verts)[3], const uint nverts)
{
  float mat[3][3];
  float co[3];
  uint i;

  co[2] = 0.0f;

  axis_dominant_v3_to_m3(mat, normal);
  for (i = 0; i < nverts; i++) {
    mul_v2_m3v3(co, mat, verts[i]);
    copy_v3_v3(verts[i], co);
  }
}

/**
 * updates face and vertex normals incident on an edge
 */
void BM_edge_normals_update(BMEdge *e)
{
  BMIter iter;
  BMFace *f;

  BM_ITER_ELEM (f, &iter, e, BM_FACES_OF_EDGE) {
    BM_face_normal_update(f);
  }

  BM_vert_normal_update(e->v1);
  BM_vert_normal_update(e->v2);
}

static void bm_loop_normal_accum(const BMLoop *l, float no[3])
{
  float vec1[3], vec2[3], fac;

  /* Same calculation used in BM_mesh_normals_update */
  sub_v3_v3v3(vec1, l->v->co, l->prev->v->co);
  sub_v3_v3v3(vec2, l->next->v->co, l->v->co);
  normalize_v3(vec1);
  normalize_v3(vec2);

  fac = saacos(-dot_v3v3(vec1, vec2));

  madd_v3_v3fl(no, l->f->no, fac);
}

bool BM_vert_calc_normal_ex(const BMVert *v, const char hflag, float r_no[3])
{
  int len = 0;

  zero_v3(r_no);

  if (v->e) {
    const BMEdge *e = v->e;
    do {
      if (e->l) {
        const BMLoop *l = e->l;
        do {
          if (l->v == v) {
            if (BM_elem_flag_test(l->f, hflag)) {
              bm_loop_normal_accum(l, r_no);
              len++;
            }
          }
        } while ((l = l->radial_next) != e->l);
      }
    } while ((e = bmesh_disk_edge_next(e, v)) != v->e);
  }

  if (len) {
    normalize_v3(r_no);
    return true;
  }
  else {
    return false;
  }
}

bool BM_vert_calc_normal(const BMVert *v, float r_no[3])
{
  int len = 0;

  zero_v3(r_no);

  if (v->e) {
    const BMEdge *e = v->e;
    do {
      if (e->l) {
        const BMLoop *l = e->l;
        do {
          if (l->v == v) {
            bm_loop_normal_accum(l, r_no);
            len++;
          }
        } while ((l = l->radial_next) != e->l);
      }
    } while ((e = bmesh_disk_edge_next(e, v)) != v->e);
  }

  if (len) {
    normalize_v3(r_no);
    return true;
  }
  else {
    return false;
  }
}

void BM_vert_normal_update_all(BMVert *v)
{
  int len = 0;

  zero_v3(v->no);

  if (v->e) {
    const BMEdge *e = v->e;
    do {
      if (e->l) {
        const BMLoop *l = e->l;
        do {
          if (l->v == v) {
            BM_face_normal_update(l->f);
            bm_loop_normal_accum(l, v->no);
            len++;
          }
        } while ((l = l->radial_next) != e->l);
      }
    } while ((e = bmesh_disk_edge_next(e, v)) != v->e);
  }

  if (len) {
    normalize_v3(v->no);
  }
}

/**
 * update a vert normal (but not the faces incident on it)
 */
void BM_vert_normal_update(BMVert *v)
{
  BM_vert_calc_normal(v, v->no);
}

/**
 * \brief BMESH UPDATE FACE NORMAL
 *
 * Updates the stored normal for the
 * given face. Requires that a buffer
 * of sufficient length to store projected
 * coordinates for all of the face's vertices
 * is passed in as well.
 */

float BM_face_calc_normal(const BMFace *f, float r_no[3])
{
  BMLoop *l;

  /* common cases first */
  switch (f->len) {
    case 4: {
      const float *co1 = (l = BM_FACE_FIRST_LOOP(f))->v->co;
      const float *co2 = (l = l->next)->v->co;
      const float *co3 = (l = l->next)->v->co;
      const float *co4 = (l->next)->v->co;

      return normal_quad_v3(r_no, co1, co2, co3, co4);
    }
    case 3: {
      const float *co1 = (l = BM_FACE_FIRST_LOOP(f))->v->co;
      const float *co2 = (l = l->next)->v->co;
      const float *co3 = (l->next)->v->co;

      return normal_tri_v3(r_no, co1, co2, co3);
    }
    default: {
      return bm_face_calc_poly_normal(f, r_no);
    }
  }
}
void BM_face_normal_update(BMFace *f)
{
  BM_face_calc_normal(f, f->no);
}

/* exact same as 'BM_face_calc_normal' but accepts vertex coords */
float BM_face_calc_normal_vcos(const BMesh *bm,
                               const BMFace *f,
                               float r_no[3],
                               float const (*vertexCos)[3])
{
  BMLoop *l;

  /* must have valid index data */
  BLI_assert((bm->elem_index_dirty & BM_VERT) == 0);
  (void)bm;

  /* common cases first */
  switch (f->len) {
    case 4: {
      const float *co1 = vertexCos[BM_elem_index_get((l = BM_FACE_FIRST_LOOP(f))->v)];
      const float *co2 = vertexCos[BM_elem_index_get((l = l->next)->v)];
      const float *co3 = vertexCos[BM_elem_index_get((l = l->next)->v)];
      const float *co4 = vertexCos[BM_elem_index_get((l->next)->v)];

      return normal_quad_v3(r_no, co1, co2, co3, co4);
    }
    case 3: {
      const float *co1 = vertexCos[BM_elem_index_get((l = BM_FACE_FIRST_LOOP(f))->v)];
      const float *co2 = vertexCos[BM_elem_index_get((l = l->next)->v)];
      const float *co3 = vertexCos[BM_elem_index_get((l->next)->v)];

      return normal_tri_v3(r_no, co1, co2, co3);
    }
    default: {
      return bm_face_calc_poly_normal_vertex_cos(f, r_no, vertexCos);
    }
  }
}

/**
 * Calculates the face subset normal.
 */
float BM_face_calc_normal_subset(const BMLoop *l_first, const BMLoop *l_last, float r_no[3])
{
  const float *v_prev, *v_curr;

  /* Newell's Method */
  const BMLoop *l_iter = l_first;
  const BMLoop *l_term = l_last->next;

  zero_v3(r_no);

  v_prev = l_last->v->co;
  do {
    v_curr = l_iter->v->co;
    add_newell_cross_v3_v3v3(r_no, v_prev, v_curr);
    v_prev = v_curr;
  } while ((l_iter = l_iter->next) != l_term);

  return normalize_v3(r_no);
}

/* exact same as 'BM_face_calc_normal' but accepts vertex coords */
void BM_face_calc_center_median_vcos(const BMesh *bm,
                                     const BMFace *f,
                                     float r_cent[3],
                                     float const (*vertexCos)[3])
{
  /* must have valid index data */
  BLI_assert((bm->elem_index_dirty & BM_VERT) == 0);
  (void)bm;

  bm_face_calc_poly_center_median_vertex_cos(f, r_cent, vertexCos);
}

/**
 * \brief Face Flip Normal
 *
 * Reverses the winding of a face.
 * \note This updates the calculated normal.
 */
void BM_face_normal_flip_ex(BMesh *bm,
                            BMFace *f,
                            const int cd_loop_mdisp_offset,
                            const bool use_loop_mdisp_flip)
{
  bmesh_kernel_loop_reverse(bm, f, cd_loop_mdisp_offset, use_loop_mdisp_flip);
  negate_v3(f->no);
}

void BM_face_normal_flip(BMesh *bm, BMFace *f)
{
  const int cd_loop_mdisp_offset = CustomData_get_offset(&bm->ldata, CD_MDISPS);
  BM_face_normal_flip_ex(bm, f, cd_loop_mdisp_offset, true);
}

/**
 * BM POINT IN FACE
 *
 * Projects co onto face f, and returns true if it is inside
 * the face bounds.
 *
 * \note this uses a best-axis projection test,
 * instead of projecting co directly into f's orientation space,
 * so there might be accuracy issues.
 */
bool BM_face_point_inside_test(const BMFace *f, const float co[3])
{
  float axis_mat[3][3];
  float(*projverts)[2] = BLI_array_alloca(projverts, f->len);

  float co_2d[2];
  BMLoop *l_iter;
  int i;

  BLI_assert(BM_face_is_normal_valid(f));

  axis_dominant_v3_to_m3(axis_mat, f->no);

  mul_v2_m3v3(co_2d, axis_mat, co);

  for (i = 0, l_iter = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l_iter = l_iter->next) {
    mul_v2_m3v3(projverts[i], axis_mat, l_iter->v->co);
  }

  return isect_point_poly_v2(co_2d, projverts, f->len, false);
}

/**
 * \brief BMESH TRIANGULATE FACE
 *
 * Breaks all quads and ngons down to triangles.
 * It uses polyfill for the ngons splitting, and
 * the beautify operator when use_beauty is true.
 *
 * \param r_faces_new: if non-null, must be an array of BMFace pointers,
 * with a length equal to (f->len - 3). It will be filled with the new
 * triangles (not including the original triangle).
 *
 * \param r_faces_double: When newly created faces are duplicates of existing faces,
 * they're added to this list. Caller must handle de-duplication.
 * This is done because its possible _all_ faces exist already,
 * and in that case we would have to remove all faces including the one passed,
 * which causes complications adding/removing faces while looking over them.
 *
 * \note The number of faces is _almost_ always (f->len - 3),
 *       However there may be faces that already occupying the
 *       triangles we would make, so the caller must check \a r_faces_new_tot.
 *
 * \note use_tag tags new flags and edges.
 */
void BM_face_triangulate(BMesh *bm,
                         BMFace *f,
                         BMFace **r_faces_new,
                         int *r_faces_new_tot,
                         BMEdge **r_edges_new,
                         int *r_edges_new_tot,
                         LinkNode **r_faces_double,
                         const int quad_method,
                         const int ngon_method,
                         const bool use_tag,
                         /* use for ngons only! */
                         MemArena *pf_arena,

                         /* use for MOD_TRIANGULATE_NGON_BEAUTY only! */
                         struct Heap *pf_heap)
{
  const int cd_loop_mdisp_offset = CustomData_get_offset(&bm->ldata, CD_MDISPS);
  const bool use_beauty = (ngon_method == MOD_TRIANGULATE_NGON_BEAUTY);
  BMLoop *l_first, *l_new;
  BMFace *f_new;
  int nf_i = 0;
  int ne_i = 0;

  BLI_assert(BM_face_is_normal_valid(f));

  /* ensure both are valid or NULL */
  BLI_assert((r_faces_new == NULL) == (r_faces_new_tot == NULL));

  BLI_assert(f->len > 3);

  {
    BMLoop **loops = BLI_array_alloca(loops, f->len);
    uint(*tris)[3] = BLI_array_alloca(tris, f->len);
    const int totfilltri = f->len - 2;
    const int last_tri = f->len - 3;
    int i;
    /* for mdisps */
    float f_center[3];

    if (f->len == 4) {
      /* even though we're not using BLI_polyfill, fill in 'tris' and 'loops'
       * so we can share code to handle face creation afterwards. */
      BMLoop *l_v1, *l_v2;

      l_first = BM_FACE_FIRST_LOOP(f);

      switch (quad_method) {
        case MOD_TRIANGULATE_QUAD_FIXED: {
          l_v1 = l_first;
          l_v2 = l_first->next->next;
          break;
        }
        case MOD_TRIANGULATE_QUAD_ALTERNATE: {
          l_v1 = l_first->next;
          l_v2 = l_first->prev;
          break;
        }
        case MOD_TRIANGULATE_QUAD_SHORTEDGE:
        case MOD_TRIANGULATE_QUAD_BEAUTY:
        default: {
          BMLoop *l_v3, *l_v4;
          bool split_24;

          l_v1 = l_first->next;
          l_v2 = l_first->next->next;
          l_v3 = l_first->prev;
          l_v4 = l_first;

          if (quad_method == MOD_TRIANGULATE_QUAD_SHORTEDGE) {
            float d1, d2;
            d1 = len_squared_v3v3(l_v4->v->co, l_v2->v->co);
            d2 = len_squared_v3v3(l_v1->v->co, l_v3->v->co);
            split_24 = ((d2 - d1) > 0.0f);
          }
          else {
            /* first check if the quad is concave on either diagonal */
            const int flip_flag = is_quad_flip_v3(
                l_v1->v->co, l_v2->v->co, l_v3->v->co, l_v4->v->co);
            if (UNLIKELY(flip_flag & (1 << 0))) {
              split_24 = true;
            }
            else if (UNLIKELY(flip_flag & (1 << 1))) {
              split_24 = false;
            }
            else {
              split_24 = (BM_verts_calc_rotate_beauty(l_v1->v, l_v2->v, l_v3->v, l_v4->v, 0, 0) >
                          0.0f);
            }
          }

          /* named confusingly, l_v1 is in fact the second vertex */
          if (split_24) {
            l_v1 = l_v4;
            // l_v2 = l_v2;
          }
          else {
            // l_v1 = l_v1;
            l_v2 = l_v3;
          }
          break;
        }
      }

      loops[0] = l_v1;
      loops[1] = l_v1->next;
      loops[2] = l_v2;
      loops[3] = l_v2->next;

      ARRAY_SET_ITEMS(tris[0], 0, 1, 2);
      ARRAY_SET_ITEMS(tris[1], 0, 2, 3);
    }
    else {
      BMLoop *l_iter;
      float axis_mat[3][3];
      float(*projverts)[2] = BLI_array_alloca(projverts, f->len);

      axis_dominant_v3_to_m3_negate(axis_mat, f->no);

      for (i = 0, l_iter = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l_iter = l_iter->next) {
        loops[i] = l_iter;
        mul_v2_m3v3(projverts[i], axis_mat, l_iter->v->co);
      }

      BLI_polyfill_calc_arena(projverts, f->len, 1, tris, pf_arena);

      if (use_beauty) {
        BLI_polyfill_beautify(projverts, f->len, tris, pf_arena, pf_heap);
      }

      BLI_memarena_clear(pf_arena);
    }

    if (cd_loop_mdisp_offset != -1) {
      BM_face_calc_center_median(f, f_center);
    }

    /* loop over calculated triangles and create new geometry */
    for (i = 0; i < totfilltri; i++) {
      BMLoop *l_tri[3] = {loops[tris[i][0]], loops[tris[i][1]], loops[tris[i][2]]};

      BMVert *v_tri[3] = {l_tri[0]->v, l_tri[1]->v, l_tri[2]->v};

      f_new = BM_face_create_verts(bm, v_tri, 3, f, BM_CREATE_NOP, true);
      l_new = BM_FACE_FIRST_LOOP(f_new);

      BLI_assert(v_tri[0] == l_new->v);

      /* check for duplicate */
      if (l_new->radial_next != l_new) {
        BMLoop *l_iter = l_new->radial_next;
        do {
          if (UNLIKELY((l_iter->f->len == 3) && (l_new->prev->v == l_iter->prev->v))) {
            /* Check the last tri because we swap last f_new with f at the end... */
            BLI_linklist_prepend(r_faces_double, (i != last_tri) ? f_new : f);
            break;
          }
        } while ((l_iter = l_iter->radial_next) != l_new);
      }

      /* copy CD data */
      BM_elem_attrs_copy(bm, bm, l_tri[0], l_new);
      BM_elem_attrs_copy(bm, bm, l_tri[1], l_new->next);
      BM_elem_attrs_copy(bm, bm, l_tri[2], l_new->prev);

      /* add all but the last face which is swapped and removed (below) */
      if (i != last_tri) {
        if (use_tag) {
          BM_elem_flag_enable(f_new, BM_ELEM_TAG);
        }
        if (r_faces_new) {
          r_faces_new[nf_i++] = f_new;
        }
      }

      if (use_tag || r_edges_new) {
        /* new faces loops */
        BMLoop *l_iter;

        l_iter = l_first = l_new;
        do {
          BMEdge *e = l_iter->e;
          /* Confusing! if its not a boundary now, we know it will be later since this will be an
           * edge of one of the new faces which we're in the middle of creating. */
          bool is_new_edge = (l_iter == l_iter->radial_next);

          if (is_new_edge) {
            if (use_tag) {
              BM_elem_flag_enable(e, BM_ELEM_TAG);
            }
            if (r_edges_new) {
              r_edges_new[ne_i++] = e;
            }
          }
          /* note, never disable tag's */
        } while ((l_iter = l_iter->next) != l_first);
      }

      if (cd_loop_mdisp_offset != -1) {
        float f_new_center[3];
        BM_face_calc_center_median(f_new, f_new_center);
        BM_face_interp_multires_ex(bm, f_new, f, f_new_center, f_center, cd_loop_mdisp_offset);
      }
    }

    {
      /* we can't delete the real face, because some of the callers expect it to remain valid.
       * so swap data and delete the last created tri */
      bmesh_face_swap_data(f, f_new);
      BM_face_kill(bm, f_new);
    }
  }
  bm->elem_index_dirty |= BM_FACE;

  if (r_faces_new_tot) {
    *r_faces_new_tot = nf_i;
  }

  if (r_edges_new_tot) {
    *r_edges_new_tot = ne_i;
  }
}

/**
 * each pair of loops defines a new edge, a split.  this function goes
 * through and sets pairs that are geometrically invalid to null.  a
 * split is invalid, if it forms a concave angle or it intersects other
 * edges in the face, or it intersects another split.  in the case of
 * intersecting splits, only the first of the set of intersecting
 * splits survives
 */
void BM_face_splits_check_legal(BMesh *bm, BMFace *f, BMLoop *(*loops)[2], int len)
{
  float out[2] = {-FLT_MAX, -FLT_MAX};
  float center[2] = {0.0f, 0.0f};
  float axis_mat[3][3];
  float(*projverts)[2] = BLI_array_alloca(projverts, f->len);
  const float *(*edgeverts)[2] = BLI_array_alloca(edgeverts, len);
  BMLoop *l;
  int i, i_prev, j;

  BLI_assert(BM_face_is_normal_valid(f));

  axis_dominant_v3_to_m3(axis_mat, f->no);

  for (i = 0, l = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l = l->next) {
    mul_v2_m3v3(projverts[i], axis_mat, l->v->co);
    add_v2_v2(center, projverts[i]);
  }

  /* first test for completely convex face */
  if (is_poly_convex_v2(projverts, f->len)) {
    return;
  }

  mul_v2_fl(center, 1.0f / f->len);

  for (i = 0, l = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l = l->next) {
    BM_elem_index_set(l, i); /* set_dirty */

    /* center the projection for maximum accuracy */
    sub_v2_v2(projverts[i], center);

    out[0] = max_ff(out[0], projverts[i][0]);
    out[1] = max_ff(out[1], projverts[i][1]);
  }
  bm->elem_index_dirty |= BM_LOOP;

  /* ensure we are well outside the face bounds (value is arbitrary) */
  add_v2_fl(out, 1.0f);

  for (i = 0; i < len; i++) {
    edgeverts[i][0] = projverts[BM_elem_index_get(loops[i][0])];
    edgeverts[i][1] = projverts[BM_elem_index_get(loops[i][1])];
  }

  /* do convexity test */
  for (i = 0; i < len; i++) {
    float mid[2];
    mid_v2_v2v2(mid, edgeverts[i][0], edgeverts[i][1]);

    int isect = 0;
    int j_prev;
    for (j = 0, j_prev = f->len - 1; j < f->len; j_prev = j++) {
      const float *f_edge[2] = {projverts[j_prev], projverts[j]};
      if (isect_seg_seg_v2(UNPACK2(f_edge), mid, out) == ISECT_LINE_LINE_CROSS) {
        isect++;
      }
    }

    if (isect % 2 == 0) {
      loops[i][0] = NULL;
    }
  }

#define EDGE_SHARE_VERT(e1, e2) \
  ((ELEM((e1)[0], (e2)[0], (e2)[1])) || (ELEM((e1)[1], (e2)[0], (e2)[1])))

  /* do line crossing tests */
  for (i = 0, i_prev = f->len - 1; i < f->len; i_prev = i++) {
    const float *f_edge[2] = {projverts[i_prev], projverts[i]};
    for (j = 0; j < len; j++) {
      if ((loops[j][0] != NULL) && !EDGE_SHARE_VERT(f_edge, edgeverts[j])) {
        if (isect_seg_seg_v2(UNPACK2(f_edge), UNPACK2(edgeverts[j])) == ISECT_LINE_LINE_CROSS) {
          loops[j][0] = NULL;
        }
      }
    }
  }

  /* self intersect tests */
  for (i = 0; i < len; i++) {
    if (loops[i][0]) {
      for (j = i + 1; j < len; j++) {
        if ((loops[j][0] != NULL) && !EDGE_SHARE_VERT(edgeverts[i], edgeverts[j])) {
          if (isect_seg_seg_v2(UNPACK2(edgeverts[i]), UNPACK2(edgeverts[j])) ==
              ISECT_LINE_LINE_CROSS) {
            loops[i][0] = NULL;
            break;
          }
        }
      }
    }
  }

#undef EDGE_SHARE_VERT
}

/**
 * This simply checks that the verts don't connect faces which would have more optimal splits.
 * but _not_ check for correctness.
 */
void BM_face_splits_check_optimal(BMFace *f, BMLoop *(*loops)[2], int len)
{
  int i;

  for (i = 0; i < len; i++) {
    BMLoop *l_a_dummy, *l_b_dummy;
    if (f != BM_vert_pair_share_face_by_angle(
                 loops[i][0]->v, loops[i][1]->v, &l_a_dummy, &l_b_dummy, false)) {
      loops[i][0] = NULL;
    }
  }
}

/**
 * Small utility functions for fast access
 *
 * faster alternative to:
 * BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 3);
 */
void BM_face_as_array_vert_tri(BMFace *f, BMVert *r_verts[3])
{
  BMLoop *l = BM_FACE_FIRST_LOOP(f);

  BLI_assert(f->len == 3);

  r_verts[0] = l->v;
  l = l->next;
  r_verts[1] = l->v;
  l = l->next;
  r_verts[2] = l->v;
}

/**
 * faster alternative to:
 * BM_iter_as_array(bm, BM_VERTS_OF_FACE, f, (void **)v, 4);
 */
void BM_face_as_array_vert_quad(BMFace *f, BMVert *r_verts[4])
{
  BMLoop *l = BM_FACE_FIRST_LOOP(f);

  BLI_assert(f->len == 4);

  r_verts[0] = l->v;
  l = l->next;
  r_verts[1] = l->v;
  l = l->next;
  r_verts[2] = l->v;
  l = l->next;
  r_verts[3] = l->v;
}

/**
 * Small utility functions for fast access
 *
 * faster alternative to:
 * BM_iter_as_array(bm, BM_LOOPS_OF_FACE, f, (void **)l, 3);
 */
void BM_face_as_array_loop_tri(BMFace *f, BMLoop *r_loops[3])
{
  BMLoop *l = BM_FACE_FIRST_LOOP(f);

  BLI_assert(f->len == 3);

  r_loops[0] = l;
  l = l->next;
  r_loops[1] = l;
  l = l->next;
  r_loops[2] = l;
}

/**
 * faster alternative to:
 * BM_iter_as_array(bm, BM_LOOPS_OF_FACE, f, (void **)l, 4);
 */
void BM_face_as_array_loop_quad(BMFace *f, BMLoop *r_loops[4])
{
  BMLoop *l = BM_FACE_FIRST_LOOP(f);

  BLI_assert(f->len == 4);

  r_loops[0] = l;
  l = l->next;
  r_loops[1] = l;
  l = l->next;
  r_loops[2] = l;
  l = l->next;
  r_loops[3] = l;
}

/**
 * \brief BM_mesh_calc_tessellation get the looptris and its number from a certain bmesh
 * \param looptris:
 *
 * \note \a looptris Must be pre-allocated to at least the size of given by: poly_to_tri_count
 */
void BM_mesh_calc_tessellation(BMesh *bm, BMLoop *(*looptris)[3], int *r_looptris_tot)
{
  /* use this to avoid locking pthread for _every_ polygon
   * and calling the fill function */
#define USE_TESSFACE_SPEEDUP

  /* this assumes all faces can be scan-filled, which isn't always true,
   * worst case we over alloc a little which is acceptable */
#ifndef NDEBUG
  const int looptris_tot = poly_to_tri_count(bm->totface, bm->totloop);
#endif

  BMIter iter;
  BMFace *efa;
  int i = 0;

  MemArena *arena = NULL;

  BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
    /* don't consider two-edged faces */
    if (UNLIKELY(efa->len < 3)) {
      /* do nothing */
    }

#ifdef USE_TESSFACE_SPEEDUP

    /* no need to ensure the loop order, we know its ok */

    else if (efa->len == 3) {
#  if 0
      int j;
      BM_ITER_ELEM_INDEX(l, &liter, efa, BM_LOOPS_OF_FACE, j) {
        looptris[i][j] = l;
      }
      i += 1;
#  else
      /* more cryptic but faster */
      BMLoop *l;
      BMLoop **l_ptr = looptris[i++];
      l_ptr[0] = l = BM_FACE_FIRST_LOOP(efa);
      l_ptr[1] = l = l->next;
      l_ptr[2] = l->next;
#  endif
    }
    else if (efa->len == 4) {
#  if 0
      BMLoop *ltmp[4];
      int j;
      BLI_array_grow_items(looptris, 2);
      BM_ITER_ELEM_INDEX(l, &liter, efa, BM_LOOPS_OF_FACE, j) {
        ltmp[j] = l;
      }

      looptris[i][0] = ltmp[0];
      looptris[i][1] = ltmp[1];
      looptris[i][2] = ltmp[2];
      i += 1;

      looptris[i][0] = ltmp[0];
      looptris[i][1] = ltmp[2];
      looptris[i][2] = ltmp[3];
      i += 1;
#  else
      /* more cryptic but faster */
      BMLoop *l;
      BMLoop **l_ptr_a = looptris[i++];
      BMLoop **l_ptr_b = looptris[i++];
      (l_ptr_a[0] = l_ptr_b[0] = l = BM_FACE_FIRST_LOOP(efa));
      (l_ptr_a[1] = l = l->next);
      (l_ptr_a[2] = l_ptr_b[1] = l = l->next);
      (l_ptr_b[2] = l->next);
#  endif

      if (UNLIKELY(is_quad_flip_v3_first_third_fast(
              l_ptr_a[0]->v->co, l_ptr_a[1]->v->co, l_ptr_a[2]->v->co, l_ptr_b[2]->v->co))) {
        /* flip out of degenerate 0-2 state. */
        l_ptr_a[2] = l_ptr_b[2];
        l_ptr_b[0] = l_ptr_a[1];
      }
    }

#endif /* USE_TESSFACE_SPEEDUP */

    else {
      int j;

      BMLoop *l_iter;
      BMLoop *l_first;
      BMLoop **l_arr;

      float axis_mat[3][3];
      float(*projverts)[2];
      uint(*tris)[3];

      const int totfilltri = efa->len - 2;

      if (UNLIKELY(arena == NULL)) {
        arena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
      }

      tris = BLI_memarena_alloc(arena, sizeof(*tris) * totfilltri);
      l_arr = BLI_memarena_alloc(arena, sizeof(*l_arr) * efa->len);
      projverts = BLI_memarena_alloc(arena, sizeof(*projverts) * efa->len);

      axis_dominant_v3_to_m3_negate(axis_mat, efa->no);

      j = 0;
      l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
      do {
        l_arr[j] = l_iter;
        mul_v2_m3v3(projverts[j], axis_mat, l_iter->v->co);
        j++;
      } while ((l_iter = l_iter->next) != l_first);

      BLI_polyfill_calc_arena(projverts, efa->len, 1, tris, arena);

      for (j = 0; j < totfilltri; j++) {
        BMLoop **l_ptr = looptris[i++];
        uint *tri = tris[j];

        l_ptr[0] = l_arr[tri[0]];
        l_ptr[1] = l_arr[tri[1]];
        l_ptr[2] = l_arr[tri[2]];
      }

      BLI_memarena_clear(arena);
    }
  }

  if (arena) {
    BLI_memarena_free(arena);
    arena = NULL;
  }

  *r_looptris_tot = i;

  BLI_assert(i <= looptris_tot);

#undef USE_TESSFACE_SPEEDUP
}

/**
 * A version of #BM_mesh_calc_tessellation that avoids degenerate triangles.
 */
void BM_mesh_calc_tessellation_beauty(BMesh *bm, BMLoop *(*looptris)[3], int *r_looptris_tot)
{
  /* this assumes all faces can be scan-filled, which isn't always true,
   * worst case we over alloc a little which is acceptable */
#ifndef NDEBUG
  const int looptris_tot = poly_to_tri_count(bm->totface, bm->totloop);
#endif

  BMIter iter;
  BMFace *efa;
  int i = 0;

  MemArena *pf_arena = NULL;

  /* use_beauty */
  Heap *pf_heap = NULL;

  BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
    /* don't consider two-edged faces */
    if (UNLIKELY(efa->len < 3)) {
      /* do nothing */
    }
    else if (efa->len == 3) {
      BMLoop *l;
      BMLoop **l_ptr = looptris[i++];
      l_ptr[0] = l = BM_FACE_FIRST_LOOP(efa);
      l_ptr[1] = l = l->next;
      l_ptr[2] = l->next;
    }
    else if (efa->len == 4) {
      BMLoop *l_v1 = BM_FACE_FIRST_LOOP(efa);
      BMLoop *l_v2 = l_v1->next;
      BMLoop *l_v3 = l_v2->next;
      BMLoop *l_v4 = l_v1->prev;

      /* #BM_verts_calc_rotate_beauty performs excessive checks we don't need!
       * It's meant for rotating edges, it also calculates a new normal.
       *
       * Use #BLI_polyfill_beautify_quad_rotate_calc since we have the normal.
       */
#if 0
      const bool split_13 = (BM_verts_calc_rotate_beauty(
                                 l_v1->v, l_v2->v, l_v3->v, l_v4->v, 0, 0) < 0.0f);
#else
      float axis_mat[3][3], v_quad[4][2];
      axis_dominant_v3_to_m3(axis_mat, efa->no);
      mul_v2_m3v3(v_quad[0], axis_mat, l_v1->v->co);
      mul_v2_m3v3(v_quad[1], axis_mat, l_v2->v->co);
      mul_v2_m3v3(v_quad[2], axis_mat, l_v3->v->co);
      mul_v2_m3v3(v_quad[3], axis_mat, l_v4->v->co);

      const bool split_13 = BLI_polyfill_beautify_quad_rotate_calc(
                                v_quad[0], v_quad[1], v_quad[2], v_quad[3]) < 0.0f;
#endif

      BMLoop **l_ptr_a = looptris[i++];
      BMLoop **l_ptr_b = looptris[i++];
      if (split_13) {
        l_ptr_a[0] = l_v1;
        l_ptr_a[1] = l_v2;
        l_ptr_a[2] = l_v3;

        l_ptr_b[0] = l_v1;
        l_ptr_b[1] = l_v3;
        l_ptr_b[2] = l_v4;
      }
      else {
        l_ptr_a[0] = l_v1;
        l_ptr_a[1] = l_v2;
        l_ptr_a[2] = l_v4;

        l_ptr_b[0] = l_v2;
        l_ptr_b[1] = l_v3;
        l_ptr_b[2] = l_v4;
      }
    }
    else {
      int j;

      BMLoop *l_iter;
      BMLoop *l_first;
      BMLoop **l_arr;

      float axis_mat[3][3];
      float(*projverts)[2];
      unsigned int(*tris)[3];

      const int totfilltri = efa->len - 2;

      if (UNLIKELY(pf_arena == NULL)) {
        pf_arena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
        pf_heap = BLI_heap_new_ex(BLI_POLYFILL_ALLOC_NGON_RESERVE);
      }

      tris = BLI_memarena_alloc(pf_arena, sizeof(*tris) * totfilltri);
      l_arr = BLI_memarena_alloc(pf_arena, sizeof(*l_arr) * efa->len);
      projverts = BLI_memarena_alloc(pf_arena, sizeof(*projverts) * efa->len);

      axis_dominant_v3_to_m3_negate(axis_mat, efa->no);

      j = 0;
      l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
      do {
        l_arr[j] = l_iter;
        mul_v2_m3v3(projverts[j], axis_mat, l_iter->v->co);
        j++;
      } while ((l_iter = l_iter->next) != l_first);

      BLI_polyfill_calc_arena(projverts, efa->len, 1, tris, pf_arena);

      BLI_polyfill_beautify(projverts, efa->len, tris, pf_arena, pf_heap);

      for (j = 0; j < totfilltri; j++) {
        BMLoop **l_ptr = looptris[i++];
        unsigned int *tri = tris[j];

        l_ptr[0] = l_arr[tri[0]];
        l_ptr[1] = l_arr[tri[1]];
        l_ptr[2] = l_arr[tri[2]];
      }

      BLI_memarena_clear(pf_arena);
    }
  }

  if (pf_arena) {
    BLI_memarena_free(pf_arena);

    BLI_heap_free(pf_heap, NULL);
  }

  *r_looptris_tot = i;

  BLI_assert(i <= looptris_tot);
}
